Randomizer feature: Triforce Hunt (#3062)

* Initial work to make triforce pieces their own rando item

* Disable triforce greyscaling

* Better triforce model, finish adding triforce pieces to logic

* Triforce model is now a shard

* Credits warp + start of item tracker

* Initial item tracker stuff

* Completed triangle on triforce completion

* Completed triforce model on GI done

* Multiple triforce piece models

* Triforce pieces in save editor & fix build

* Finish item tracker

* Gameplaystats timestamp

* Revert parts of logic

* More reverting

* Start of making Triforce Hunt the win condition

* Bit of cleanup

* Triforce pieces can show up as icetraps

* Grant GBK to player after hunt is completed

* Better text boxes

* Disable GBK option in ImGui with Triforce Hunt on

* Clean-up

* Forced save on completion improvements

* Update Item Tracker Settings initial size

* Small ImGui adjustments

* French translation and update defaults

* Finish translations

* Fix timer completion & 50+ triforce pieces

* Remove GI_ and ITEM_ enum usage, add french ice trap names

* Fix build & small fixes

* Review comments

* Comment clarification
This commit is contained in:
aMannus
2023-09-26 15:45:37 +02:00
committed by GitHub
parent ccd05d8e58
commit bae6cf4203
75 changed files with 1364 additions and 27 deletions

View File

@@ -7,6 +7,7 @@
#include "overlays/actors/ovl_Demo_Effect/z_demo_effect.h"
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/randomizer/draw.h"
#include <stdlib.h>
@@ -1292,6 +1293,8 @@ void Player_DrawGetItemImpl(PlayState* play, Player* this, Vec3f* refPos, s32 dr
if (this->getItemEntry.modIndex == MOD_RANDOMIZER && this->getItemEntry.getItemId == RG_ICE_TRAP) {
Player_DrawGetItemIceTrap(play, this, refPos, drawIdPlusOne, height);
} else if (this->getItemEntry.modIndex == MOD_RANDOMIZER && this->getItemEntry.getItemId == RG_TRIFORCE_PIECE) {
Randomizer_DrawTriforcePieceGI(play, this->getItemEntry);
} else if (this->getItemEntry.drawFunc != NULL) {
this->getItemEntry.drawFunc(play, &this->getItemEntry);
} else {